/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayEffectApplied_Self.h
This version usesFGameplayTagQuery(more power) instead ofFGameplayTagRequirements(faster)
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_WaitGameplayEffectApplied_Self](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_Wai-_3) * WaitGameplayEffectAppliedToSelf_Query ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, const [FGameplayTargetDataFilterHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayTargetDataFilterHandle) SourceFilter, [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) SourceTagQuery, [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) TargetTagQuery, bool TriggerOnce, [AActor](API\Runtime\Engine\GameFramework\AActor) * OptionalExternalOwner, bool ListenForPeriodicEffect )